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File:aaaaaaaaa.png (2.14 MB,1181x1102)

 No.73454[Last50 Posts]

Have you been working on anything? Art, programming, etc.


File:2021-06-15 18-27-33.mp4 (4.76 MB,1920x1080)

Personally, I'm messing around with Wallpaper Engine because it has a lot of neat filters and the editor is quite powerful. The water effect in particular is really addictive and it makes any image beautiful, even when it doesn't make sense like here where I'm using it in the sky.
Then I added god rays and even made Kotoko's eyes move! (the eyes are kind of creepy, not sure if I'll use this...).
I'm still messing around with 3D modeling stuff and Skyrim, but it's not as interesting as Kotoko.


File:[SubsPlease] Non Non Biyor….jpg (710.72 KB,1835x1165)

Exoticaz demands thumbnail sheets for videos, so I wrote my own in 16 lines of shell script. Simple as:

thumbsheet.sh video.mp4

Code on left, example thumbnail sheet on right.


File:[SubsPlease] Non Non Biyor….jpg (262.04 KB,1280x720)

Looks like a private tracker for porn? What the heck kind of NNB are you watching??


Been working on a TUI nhentai downloader. Can download whole artist/group galleries or individual galleries with it. Its not complete but at least it works for all intents and purposes. Still have to work on some error handlings though. Already downloaded 280GB with it.
Also been working on a image browser to go hand-in-hand with nhentai downloader. An app for viewing and searching/filtering your (presumably) large nhentai library.


File:drawing_in_godot.webm (150.62 KB,1228x720)

I just started working on making my own drawing program in godot today. I already did a text editor, which turned out to be dead easy, and making all these simple small programs is helping me learn the engine quite a bit. right now all it can do is draw black lines though. doesn't even have a cursor yet so drawing in it's a bit awkward


File:f80eacda08dadd69d30d3c36ae….jpg (84.7 KB,772x1080)

made my own gui toolkit and some programs that build on it that i use daily, including a youtube client, a booru client, a music player, a text editor, an image viewer, a notification mascot, and a system status mascot
they are never finished though, and i only work on them occasionally for new features and performance and bug fix

but programming is such a low scarcity skill nowadays, isn't it?


>low scarcity
Does this mean its abundant?


File:soft_short.png (13.53 KB,698x197)

I have no idea where you got that idea from. a surprising amount of people that actually work in software can't do something as simple as fizzbuzz, and that's to say nothing of the people outside of it. do you hang around a lot of people who program for fun or something?


Some/most programmers are really just copy/paste-ers. They hardly have any idea why they're doing something. Highly prevalent in Indians, I think.


compared to drawing and even music making, yes, its abundant
>a surprising amount of people that actually work in software can't do something as simple as fizzbuzz
i've seen lots of hobby programmers are better than them, who don't work in any programming job but have their own personal projects on github
every kids in the corner can code up a discord bot nowadays, while most employed programmers, especially those in non-tech companies, are below that level


I'm not so sure every kid can do something like "code up a discord bot"- especially when the rise of smartphones has been driving down the computer literacy of the average child for the last ten years. I believe you that there are plenty of hobby programmers out there better than pros who actually got hired, but I still think you're vastly overestimating how many there really are, for some reason.


smartphones are irrelevant if they have the motivation to learn (pcs are also useless if they don't), and video game modding and hacking and related communities contribute to that significantly, in fact lots of young people learn programming starting from that
lots of the "pros" have no motivation other then making money, so they only have very minimal skill


File:sample_9a35dc033449d2d23ee….jpg (218.96 KB,850x512)

I wrote a python script to download galleries from nhentai back when exhentai shutdown. Still works great I just tested it.


This is clean, simple, minimal python correctly written.

It can get a single gallery or get all the galleries from a search result (e.g. nhentai.net/search/?q=chuunibyou+demo+eng)


Think if I were to try and write a gallery downloader I'd figure out a way to automate going through my favorites on ex and downloading the best torrent. Though it seems like it'd be fairly difficult.


I should add a "download from favorite" feature too. Though I don't have a nhentai account, I just have lists of artists/groups/gallery IDs. But maybe for someday when I decide to share this on github or something... Do people even have nhentai accounts?
>downloading the best torrent
That'd need the script to know what 'the best' is, which is very difficult, I think.


File:20210618_083426.jpg (681.42 KB,1778x1000)

finished this guy a few days ago. got all my other completed skitariis bases done and going to start on a new one tomorrow


File:20210618_083330.jpg (555.2 KB,1778x1000)


dang that seems really tough to paint


File:2c5205f58f2f98fa4e60f69793….jpg (158.96 KB,800x721)

I got two (2) novels that I am working on!
Both are somewhat fish-out-of-water kind of stories, one being about two people who are at each other's throat trying to find some mystical shaman woman that can show them how to defeat death, the other being about a guy who crashlands on a three-layered ringworld and him trying to build an army in a failed state kind of situation (local government being the only thing that sorta helps, being played by international interests), all in an effort to get his ass off of the ring-world and onto the third, closest wheel.
Pic related is the general design of the world, but as an angel.


Post Script:
That's an Ophanim if anyone was wondering. Very kowai..


File:ui32_xbCEaCKhZZ.png (Spoiler Image,836.04 KB,799x694)

I've been having a lot of fun with Wallpaper Engine. Here's the base static image of a girl with a big soft butt. No nudity, but just in case...


File:2021-06-23 01-20-52.mp4 (Spoiler Image,8.62 MB,1920x1080)

but (hehe) here it is with a bunch of filters
trying to figure out how to get jiggle to look right, but even if it doesn't look right it's still kind of hypnotic


I too am working on a novel, though mine's not quite so unique in it's plot. it's just about a bunch of humans living on board a giant spaceship after aliens attacked earth and they had to flee.

my favorite bit of lore I've written so far is that the spaceship only has necessary food stocked except for one brand of cola that was a sponsor of the project to build the ship. I've also taken to making up my own brand names like anime does, so it's called Doctor Cola.


File:20210620200127_1.jpg (509.57 KB,1920x1080)

Trying to figure out how vermintide 2 animations work so i can port more random crap and enemies from total warhammer in
The engine that fatshark uses is more or less just the now defunct Stingray engine (techinically their in house bitsquid i think)
Unfortunately this is mostly unhcarted territory as no one else has figured it out and the modding support/documentation fatshark has put out is barebones if existent at all.
There is technically documentation for stingray on Autodesk's website but it's in the context of using the Stingray software and not just making the necessary text files for animations, physics, units, ect. with an editor and porting the FBX models/animations from a program like blender. Luckily there was an example of how to make a custom unit based off the pig unit with animaitons and all from the vermintide 1 sdk that has been shared in the community. But no one's been able to actually compile these example files with the SDK and get the animations to work in game. It also doesn't help that the example model/animation files are some proprietary form of a bsi file so they aren't readily imported into 3d modeling programs.
I don't know much of anything about how game engines or 3D modeling work so most of what i'm doing is trying random things and seeing if any of it sticks.
From what I've been able to do with the example files i can make a custom model, state machine, and physics actors to replace any enemy/animated unit in game with the catch that custom unit has no animations. On the plus side it doesn't crash but other than that it's just a static model with the state machine running in the background firing events that don't seem to do anything.
My current guess is that it's something to do with the physics actors not being connected to the mesh/bones so the animations are playing but just aren't moving anything. It could also be that despite not crashing when compiling the mod or launching the game the animations/mesh/model are not being loaded in properly and there is some sort of setting or line that needs to be added in the .animation or .physics or .state_machine files that isn't present in the example files that enables animations. Lots of things and my only effective tool right now is guess something based off what I can find in the Stingray docs and forum.

i did manage to find this funny looking animation that's already in the game files though


I guess if you can get importing example units (from vermintide 1?) working it'd be a first step in making the Total Warhammer units portable, but to take units from completely seperate genres and add them into the game seems like a really daunting task. Although I guess who knows, the units in L4D-like games are fairly simple so maybe a Total War unit fits into the class of units that'd actually be possible to have.


File:20210624040840_1.jpg (670.65 KB,1920x1080)

The thing with total warhamemr units is that modeling and animation work is already done. From what I've seen of total warhammer the attack animations while they aren't quite as varied as vermintide there's enough of them to cover atleast a couple of light and heavy attacks for each unit
There's also some good tools for extracting the whole model, skeleton, animations and all directly from the source for total warhammer so getting those files aren't a problem. The texutres might be a tad low resolution for vermintide's first person perspective but that's a secondary concern compared to enemy variety.
I've actually got a decent grasp for how to implement proper emissive and transparent texture layers for models in game.
While tedious the implementation of custom ai for the custom units is mostly straight forward and a lot can be used from existing code since the source scripts for vermintide 2 are available online.
This is the tomb scorpion from total warhammer, I've got it to replace the vermintide 2 pig unit. From what i've been able to tell it's just like the normal pig unit except it doesn't have animations or a ragdoll. The game registers it as an entity that you can kill and hit and whatnot all that's missing is the animations. I should be able to do this with other units/enemies as well but I'm starting with the pig as it doesn't move and only has two states that it every uses; idle and ragdoll(death).


More to your concern I’m really only thinking about going for 5 unit types. Two low health normal units, two high health elite/armored units, and one large health monster unit. Analogous units in vermintide now are the slave rat and clan rat, the stormvermin and plague monk, the rat ogre. Aside from the special enemies and a second monster/large enemy this is the setup for the skaven faction in vermintide 2. The unit roaster for total warhammer is more than varied enough to provide enough units for that sort of setup.
I thought about trying with vermintide 1 first but I’m not sure if anybody got animations working for that one either and I need ask for a steam key to get access to the sdk currently they aren’t available (as in a few weeks ago they said they ran out and need to ask steam for more) but that shouldn’t be a problem as I think a few other active modders in the community have a few keys on hand.


File:2021-06-24 20-50-40.mp4 (7.07 MB,1920x1080)

I can (and have) spend hours in wallpaper engine.
seriously this thing is so fun


How much do you have written in terms of actual story? Like word-count I guess?
I'm 22k words deep in my first story, and 20k words deep in the second one.


File:cat.png (878.68 KB,1920x1080)

Bought a 3D model from Booth. It was surprisingly affordable compared to other models I've seen. $5 compared to the average $40. Now I'm slowly learning how to use unity to import it into a game and stuff. Granted, most everything was pre-configured already. All I really need to do was translate some radial menu stuff, and pose the skeleton to get a nice screenshot of it :>

Not sure if anyone will care, but since I really like the creator and the avatar, here's the link to it:


10 pages, 3,600-ish words, still in the first chapter. I have quite a bit of the story already planned though. it wasn't a story per se, but I have finished a book before that's about teaching people python.


Right now I'm thinking on trying to have the main character go off into the next act of the story.
Like, all I literally have to do is write "and they set off" and then they set off.
What are your main characters like?
My main character is a bit of an asshole who learns to stop being a cunt.


My mini album is almost finished.
pretty much only gotta mix now.

Oh fuck I cant mix!


one's a genki girl who spends all her time making trouble for other people and being incessantly nosy, and the other is a no-nonsense former hikineet that had to stop being one cause of the whole "fleeing to outer space to avoid annihalation" thing. he's usually not fond of socializing but he's forced to work in the hangar of the ship with the genki girl so he appreciates everyone that helps him deal with her shenanigans greatly so he puts up with it. I already know where both of their character arcs are going to end up, essentially. the only other character that's around enough to count as a main is genki girl's dad, who's a gentle giant more or less, except for whenever he's trying to instill manners in his daughter.


File:pig_ball.mp4 (5.46 MB,1920x1080)

Made some minor progress with animations in vermintide 2. I'm able to replace the state machines of existing enemies with the caveat I have to provide all the animations called by the state machine. I haven't quite figured out how to prevent crashing with enemies that aren't the pig but i can import custom animation onto the base pig so long as i don't replace the pig model. Importing the animations provided by example pig unit from the vermintide 1 sdk work as expected but trying to import a custom fbx animation results in some odd results. I think the problems are with how fatshark's in house bsi files are applied onto the model vs how general fbx files are applied. It looks almost like all the component meshes are trying to connect to the same joint/bone node; if this is so it might be the way that I'm importing bsi files into blender as the import into blender condenses all the mesh nodes onto a single mesh node.


File:notepad _tKxpCwkcy9.png (160.27 KB,1134x845)

I want to try Last Origin, a korean gacha with huge curvy women. There's a fan translation, but it's outdated so I decided to take up the mantle. I guess I'll upload it somewhere if it works. The comparison plugin for Notepad++ is so great for things like this. Hmm, I think I need an onscreen reader or something for non-gameplay stuff, though...


I haven't worked on my book any since last post but I have my own mini album in the works (though mine's not complex enough to need mixing) and I've slowly been teaching myself how to draw since I'm tired of being an artlet

time to learn a new skill, friend! https://ledgernote.com/columns/mixing-mastering/audio-mixing-for-dummies/


File:AssetStudioGUI_M2erjFXts9.png (173.56 KB,788x616)

The game keeps rejecting this new data file, I might have to ask someone if it's possible. I wonder if they put in some sort of file check for the localization file to check for tampering since they're supposedly working on an international version.
Now I kind of want to learn Live2D, though. Wallpaper Engine made it look pretty appealing and it shares a lot of similarity with 3D animation.


File:AssetBundleExtractor_1CnrP….png (61.03 KB,891x566)

This is a massive headache, but I wonder if I can switch the free skin for the paid skins somehow. I did a quick switch and I was able to get to the character before the game crashed. This means that unlike the localization file which gets outright rejected (wtf?) tinkering is possible for these files.
Why the fuck would they block people from translating the UI?


File:green_hat.mp4 (3.43 MB,1920x1080)

With the help of some others in the vermintide modding scene we were able to jerry-rig some basic animations. They don't have any skeletal rigging behind them and just use key frame animations that directly translate/rotate the mesh and require us to tell the engine that a mesh should act like a bone but it works and that's all that matters for the moment.


File:.png (589.31 KB,1280x720)

made a bunch of nonsensical threads on/jp/


File:3dsmax_lKlbsIgE0Z.png (19.51 KB,770x490)

The past few months off and on (and more intensely the past couple weeks) I've been working on making an edit and conversion to add a penis to the female body mod I like in Skyrim. I've done the hardest (heh) geometry stuff already, but with skin weighting I couldn't find a way to copy specific weights from one vertex to another, so I relied on manually typing it in which was very annoying.
Unfortunately, I found that the weights aren't exact. You can see the purple line diverging from the dark one as I bend the spine...


File:blender_mHXrVIwmNw.png (6.97 KB,171x77)

So I open it up in Blender on a hunch and this old 3DS Max version wasn't displaying the weight fully accurately. Again, I can't see a method or script to copy specific vert weights between meshes so I have to copy and paste these. 3DS Max was rounding these up, but did have the full proper weight stored somewhere...


File:SerraTheBenevolent__32652.….jpg (160.46 KB,473x659)

on a bunch of EDH decks, if that counts. I doubt most people on kissu plays but I'll list them anyway:
>Derevi (azorius fliers w/stax)
>Phenax (wall mill)
>Zaxara (timmy + craw)
>Breya (artificial burn)
>Greven (aggro + burn aristocrat)


File:afge.webm (2.26 MB,960x540)

Yeah, I'm still working on this. Ignore the crazy health bars.


i thought you quit programming altogether


File:Unverum_ti08rKvEmA.png (144.83 KB,1266x743)

I've decided that I'm going to mess around with Tales of Arise costumes. Sadly I think I need to re-install UE4 which is annoying because you need the Epic Store and the UE4 creator engine thing itself is pretty huge (like 50gb or something) which is a huge waste of space if you're not actually creating games.
Sadly, and predictable, I had to dig out a discord account so I could get information on modding the game and tools and stuff. This is one of the worst parts of the modern internet: data and information hidden away in discords instead of public forums. At least I don't need to supplicate to someone to get an invite or something... this time?
I've started by using a mod manager for UE4 games, and apparently it supports SMT5 which of course requires an emulator so that's pretty neat.
I guess I'll start messing with models soon...


Almost forgot I posted this here. You can mess around with it already. I think it might work online too but I've never tested it.


File:[SubsPlease] Subarashiki K….jpg (90.21 KB,1280x720)

I've decided that I need to make a sexy and highly morph-able 3D "body" of my own after messing around with modding stuff in video games. I'm going to collect a bunch of various bodies and look at the geometry and stuff. I already know a decent amount, but I need to look at stuff I haven't, like Dead or Alive models since its breast physics are a step above the rest.
I want to keep fetish stuff in mind because I don't know what I want to do with it yet. Muscle, fat, different genitals, anus, feet, etc.
Probably going to take a few days or weeks depending on how much I procrastinate...


File:1572146615797.jpg (400.77 KB,1491x978)

Hi Kissuanons, I don't post here too often but I'm poking around to find answers for a problem I'm having.

I want to do a creative project. I have plenty of time and energy, but I forgot how to be creative. I used to have so many ideas as a kid/teenager but I didn't know how to execute them, nor did I have the time and focus that I have now. So my question is, how do I get the creative juices flowing? I'll take anything, tips, books, any resources or insights you guys have.
My medium is choice is drawing/art. My skills are fairly beginner but I realized that aimlessly studying abstract fundamentals (human anatomy, for example) won't get me as far as using them as tools for the true purpose of creativity. The picture isn't mine, just some eye candy, I'd love to reach a level like this some day, though..

Thanks guys.


Here, the best thing to do is to just do it. Even if you feel tired and burned out, you keep pushing forward.
I usually smoke a bowl of pot (dude weed lmao) and it usually helps stimulate my creative juices (I write) and it helps me push forward.
In short just push forward niggy and slowly work at it.


I usually start by just arranging some basic elements according to some idea of what I want to emulate. The idea is usually not so important, because at some point the elements I'm playing with will fall together and tell me how to procede further. Most of the time I end up with something only loosely related to the idea I started out with.


Finding inspiration would be the best way, but it's a pretty abstract thing.
I really have no idea. For thousands of years people had religion, drugs, and/or undiagnosed mental issues that provided it. It's going to be an uphill battle if you don't have inspiration


I'm currently trying to get into drawing, the one thing that drives me is looking at beautiful illustrations and thinking "I need to be able to draw like this". Has kept me going so far (2 weeks). Hope you find your 書きたい事 too, Anonymous.


Do the first thing that pops into your head, even if you think it's the most worthless, nothing idea you can think of. It could even be a singular word like "door" or something. All that matters is that you have some kind of starting point. You'd be amazed how easy it is to come up with ideas once you have that.


Out of curiosity, how do approach your practice?


File:(clipboard)1640796923161.png (241.7 KB,1003x677)

Planning to finish "You Can Draw in 30 Days The Fun, Easy Way to Learn to Draw in One Month or Less" by Mark Kistler right now. After that I'm thinking of going through books written by Japanese artists that I accumulated by one trip down a rabbit hole of recommended books on Amazon. I can post the titles of the books if you'd like, translated or not.


Actually, translating the title wouldn't make much sense since the books are going to be in Japanese. Here are the Japanese titles in text:
- 美少女作画 ゼロから学ぶプロの技 by フライ げみ けーしん 田中 寛崇 U35
- 増補 エロマンガ・スタディーズ by 永山 薫
- きらめく瞳の描き方 How To Draw Eyes That Sparkle by 玄光社
- マンガで使える 食の描き方 by ポストメディア編集部
- 女の子の人体パーツの描き方 セクシーに魅せる by うめ丸ぶんぼん
- かわいいファンタジーイラストが描ける本 職業, 種族のデザイン衣装144パターン by 藍飴
- 動物×人擬人化アイデアテクニックケモミミキャラクターデザインブック by しゅがお
- アジアンファンタジーな女の子のキャラクターデザインブック by 紅木春
- デジタルツールで描くキャラクターを引き立てる髪の描き方 by スタジオ・ハードデラックス
- 美男子作画 ゼロから学ぶプロの技 by 秋赤音 えびも キナコ 佐木 郁 しきみ べっこ ホノジロ トヲジ
- スカート描き方参考帖(丈長め編) = Long skirt drawing method reference book by Rakugaki lab
- ファンタジー衣装の描き方 by もくり
- 物語を動かすキャラクターデザインとイラストの描き方 by スタジオ・ハードデラックス
- メルヘンでかわいい女の子の衣装デザインカタログ by 佐倉おりこ
- 才能はいらない イラストで食う技術 by ニリツ,Niritsu


1. After scanning in your picture, adjust the levels in an image editor. It will look so much better!
2. Use Ebony pencils. They sharpen so easily and they're nice and dark. And while you're at it get a kneaded eraser if you haven't already.
3. Just Draw by Feng Zhu will get your mileage up. Try tracing over a picture if you're having trouble with textures.


how do you know he's drawing traditionally?


I don't. I guessed based on the book he picked.


File:E1BcpyZVIAEGqHg.jpg (1.59 MB,2723x4096)

Hi guys, this anon here. I've made some progress on my quest and I'll share what I've learned. My big discovery was the importance of writing all your ideas down, and putting aside some hours of the day every once in awhile just for brainstorming. I write down everything that comes to my head that could potentially be something I want to draw: characters, objects, abstract ideas, whatever. I can get inspiration for this journal by just exploring fiction, the internet, anime, manga, reading books, talking to people, walking around: pretty much anything can be a springboard for a picture idea, since we are idea generating creatures by our very nature. Before I let them all pass by but now I write basically everything down and shifted my mindset to one of thinking in these terms. Also pinterest is a great place to find images of people, places, and objects.

I still wouldn't be able to turn this hodge podge of random ideas into an actual story with a theme, but I feel like I have some raw materials for making illustrations. I also discovered automatic/meditative drawing, which I recommend for stoking creativity and expectations-free drawing. It's a good warmup.


How has your progress been, Anonymous? I hope you are still going strong.


I did a thing.


File:wire_intersection_game.png (14.31 KB,700x700)

The blue wire scrolls from right to left and the orange wire scrolls from down to up. The goal is to keep your cursor on the intersection between the blue and orange wire. There are white boundaries so the player will always have information on how the wires will move. When creating the map, a stabilizer is turned on to prevent the cursor from jittering too much.


That's a great idea in how simple it is despite probably being difficult. Add some music and make it a rhythm game


File:blender_dsSRgRcbbG.png (1.32 MB,1486x930)

The Monster Hunter Rise PAK was decrypted! I think I still need some smart people to write directions, but I successfully opened an NPC's body.
Its texture is 512x512. Sheesh, Switch resolutions...


Human eyes can only see in 512p.


File:book_of_megumin.webm (2.62 MB,1600x900)

I've figured out how to replace the different texture slots in a material on a mesh for vermintide. The functionality for doing this has always been in the game's lua api the issue has been finding the actual name of the texture slot in a given material. Normally it'd be something like "color_map" for the color/diffuse map but materials in game named along the lines of "texture_map_<murmur32 hash>". Instead of actually figuring out what the input for the murmur hash is I just used a community tool to unpack some material files (these files still have the shader graph information in them so they aren't really readable) from game bundles and it just so happens the hash names of texture slots are utf-8 encoded inside of the file. So it was just a matter of gathering a bunch of slot names and seeing what happens when i change that slot to a different texture.

Haven't got it working yet but the cool thing about this method is it should allow for proper custom animations to be imported into the game, as most issues that were currently occurring were due not to the imported mesh or animations themselves but imported materials not being given a proper animation shader graph when using the sdk currently available to the public.


megu megu megu megu megu megu
megu megu megu megu megu megu
megu megu megu megu megu megu


File:2022-01-19_17-47-27.mp4 (4.38 MB,640x480)

I mod melty blood sometimes.


Don't play Melty Blood much, what's modded here?


Many of those moves can't originally combo.


File:tomkings_scorpion.webm (3.29 MB,1920x1080)

I've got the scorpion moving now, though it's a tad deformed


File:k.mp4 (4.69 MB,640x480)

I guess it wasn't very crazy. This one is more obvious.


File:stand.PNG (110.99 KB,851x628)

3d printed myself a mini phone stand
works pretty well and the whole stand weighs only 3.4g


creating a world where Sacchin can win!


she's a top tier in melty already


File:blender_JRzCyJ8dTD.png (642.53 KB,1505x760)

I have a feeling this is going to be a headache to do because I'm not good at messing with bones, but it's worth a shot so I'm going to see if I can make the cute twin girls into the ridable dog mount replacements in Monster Hunter Rise.

Really cool!


>I'm going to see if I can make the cute twin girls into the ridable dog mount replacements in Monster Hunter Rise.
Phrases I never imagined seeing on Kissu for 1000


File:blender_2kdajCCau2.png (Spoiler Image,397.61 KB,930x812)

I tried to do it in Monster Hunter World but ran out of motivation. Thankfully the modding pipeline for MHR is significantly less of a headache to me, and I still have the naked body I spent so much time making for World so it's a lot less involved this time.
I decided to use the player body instead of NPC body. I thought the bones would be the same, but they're not. I really don't want to start messing with two different skeletons so I had to start over.
Positioning the hands is too much work so I replaced them with big fluffy cat paws from a Palico weapon which fits better anyway. Body still looks weird bent this way, though...


>Body still looks weird bent this way, though...
needs a saddle to hide the janky body.


File:blender_Z4xJZpxoLc.png (305.57 KB,1156x468)

Man, this is such a mess. I think it's pretty clear dog facial animations were not meant to be on human faces, and this is AFTER I've combined like 12 bones already


File:sv_greet.webm (7.46 MB,960x540)

I've come a long way since I've started and can now get custom animations onto vanilla models.


File:Screenshot (73).png (3.71 MB,1918x1080)

Getting models rigged and painted is the mess, especially when you're trying to put animations on models they were not explicitly meant for. Despite having the same skeleton and the same mesh, as far as i can tell, I think there is some issue with the inverse pose matrix when I try to get vanilla animations to run on custom models. As I always get these eldritch horrors instead.


What's custom here? I haven't played the game so I can't tell.

Ah, good ol' exploding models. "Inverse pose matrix" sounds really complicated and not something I'm familiar with. With modding I really rely on smart people to do all the decoding stuff. I don't know how those guys do it, they're wizards.


The waving part is an added in animation, I made it so that whenever the unit's state machine gets passed an "idle" event it just waves instead. I thought it was kinda obvious given how stiff the model becomes once it waves...

The matrix is kinda complicated. It's the transformation matrix that tells the game what a particular bone's rest pose(orientation) is in that particular bone's, "bone space". Bone space being a coordinate system with it's origin and orientation relative to a specific perspective at the bone in question.
I'm about 85% sure this is my issue as the particular file format that Fatshark(vermintide 2 devs) use in their workflow is a bsi and I've narrowed down the this issue to matrices called "inv_bind_matrix". From what I can tell it's supposed to be the bsi's version of inverse pose matrix.


Wow, that's really cool. Animations are certainly a very advanced modding thing it's impressive when anyone can do it. Did it replace another one or did you manage to get a custom event/behavior in there somehow?

>I thought it was kinda obvious given how stiff the model becomes once it waves...
I've learned never to make assumptions about this stuff.
That matrix explanation makes sense, I never knew there was a word for it as I'd just say "default position" or something, but I guess that's too simple.


File:blender_UwTkgz3NwB.png (1.22 MB,1954x1049)

As I pray, Unlimited Bone Works
Melina is all bones
I have a bone to pick with all these objects
She is giving me a boner


Dear lord...


> did you manage to get a custom event/behavior in there somehow
I'm technically replacing the idle animation by just intercepting the idle event call but given that I'm doing this by swapping state machines between the custom and vanilla one, it's really not all that hard to have the idle animation exist side by side with the waving one. I control the conditions for swapping with lua so in theory I could make this only occur when a player dies, or loads in game, ect.

1000 bones seems a little much...


File:2022-03-25 03-14-39-1.mp4 (6.98 MB,1280x720)

Bad news: the quick and dirty editing I did to the base female body failed to display in Elden Ring
Good news: It's being read by the game, albeit in a flawed way

I might need other people to figure this out. I'm not really wiling to spend a whole bunch of time doing this when I'm not even sure I could fix it. As usual I'm completely reliant on the people that know the technical stuff behind this stuff.


File:blender_RZUhivwHLf.png (524.14 KB,1390x941)

Used a different method of extracting and this seems much more reasonable. It seems like there's 3 versions of the torso that I assume are paired with varying degrees of armor coverage, but I'm really not sure. Either way, needing to modify 3 sets of breasts is pretty annoying


File:Production Reference Side ….png (872.41 KB,1667x1274)

Currently in the process of designing a slide rule. Model is mostly done aside from needing to "engrave" the actual marking and lettering onto the model. Likewise, some of the dimensions may need to be adjusted to improve tolerances.

I would be working on the engraving, however, after referring to some scale models, I've determined that the scale markings are FAR too small for practical reading and need to be made larger. So, right now I've been manually resizing each tick, one by one for each scale. The sizing of the numbering likely will need some manual adjustment as well, but I'll get to that when I get to that...

Once I have final production models ready, I'd be happy to provide the source files so anyone can 3D print their own. Be warned, however, unless you want to make a giant version your 3D printer will need to be capable of at least ~0.001 inch print resolution, otherwise the tick marks won't come out correct.


Also: I fucked up massively. I was fighting scaling artefacts trying to get dimensionally accurate tick marks rather than working with the full-size version. Whoops.


Still undecided on whether to include/design a case. I really want to make one, but at the same time it might look a little wonky, so... I dunno. I still need to work on the slide rule itself before I start thinking about a case.

I also really want to design a quick reference insert ruler as well, but that should be quite a bit easier. The 3D model would literally just be a rectangle. The harder bit is arrangement of things and what to include and what not to include. So, really, the biggest hurdle is just design. For example, should I make it double sided to accommodate more information?


Cool. Is the moving part between the region from the B to C scale inclusive?


File:Slide Rule Rev 1.4, Small.png (275.32 KB,1350x763)

Yep. The back isn't particularly interesting compared to the front. Just the standard assortment of Log scales.


File:megumin_grail_knight.png (1.93 MB,974x1080)



with this the vermin will be too enamored to see the sword coming for their skulls


File:eldenring modded 2022-04-1….png (Spoiler Image,2.62 MB,1920x1080)


Okay, that was a headache to figure out, but thanks to the knowledge of other people I have the hang of it.
This is a Skyrim body I definitely don't have permission to distribute, though, so once I finish messing with it I'll just upload it here I guess.


Why would you need permission to distribute something like that?


Using someone else's assets for your own stuff without permission is a pretty major no-no, it's like tracing art in 2D. Add in the paid mods fiasco and so many modders having patreons now (which rubs me the wrong way) and it's just disrespectful.
I have my Monster Hunter body I'm going to mess around with and import, and that's something I largely did on my own (building on Capcom's body and who cares about that..)


File:Screenshot_20220412-124338….jpg (295.2 KB,621x763)



File:1625102691102.jpg (122.35 KB,1000x850)

Ooh cropping cropping~


There wasn't anything extra to see... It's just easier to see how absolutely fubar'd my print is at a glance by cropping it. The supports look all crumbly and bloated when they should be straight cylindrical supports, meanwhile my parts those supports were supposed to be supporting are nowhere to be found...


File:20220418_154055.jpg (8.99 MB,4032x3024)

Finally assembled a proof of concept. Some flaws have been exposed. the slide needs more tolerance, and the braces need an additional peg to prevent the stationary parts from moving. Right now, there's only a single peg per side per brace, so the braces act more like linkages, allowing the two sides to move around when they shouldn't move at all.

My proof of concept here is also a bit... gimped because I suppose the print either failed or ran of filament because the pieces are only 1mm tall instead of 4mm tall, also meaning they're lacking the features to hold the slide properly... On the bright side, I now have a rough model that can be sacrificed to test out laser engraving.

This whole project is taking much longer than anticipated due to not having continual access to 3D printers. I probably won't have a fully finished design for at least another two weeks probably.


File:20220418_155003.jpg (10.35 MB,4032x3024)

linkage like...


File:20220420_191843.jpg (7.03 MB,4032x3024)



File:20220420_193121.jpg (7.78 MB,4032x3024)



Waaah this part cracked on the edge when I was trying to snip off the supports ;_;

I think I need to see if I can alter the support density and support height so that it's easier to remove from the raft, and also so that no excess resin gets trapped inside the supports leaving globs that are un-snip-able.


File:Adobe_Substance_3D_Painter….png (Spoiler Image,505.83 KB,948x940)

trying to learn how to make good roughness and subsurface scattering maps for human bodies.
Unfortunately every tutorial I saw is based on faces, so I'm having to wing it a bit on what parts of the body are supposed to have what. At least I know that the middle of the back and butt gets sweaty and thus has low roughness, as are armpit and elbows.
Here is one layer that I built by adjusting a bunch of ambient occlusion and curvature map and stuff


File:Adobe_Substance_3D_Painter….png (Spoiler Image,626.23 KB,959x931)

and this is a manual layer on top of it trying to balance it out and make it look more natural.
Black = full shininess like a robot soaked in wax
White = No shine at all like dirt
Nothing is full white or black of course


File:Screenshot_20220427-180737….jpg (413.38 KB,1076x610)

5 hours of pain and boredom later, I have successfully assembled 5 + 3 SlimeVR trackers, but only just the cases. Soldering and testing comes in a few days when I get parts from Amazon.


File:1584199339641.png (100.25 KB,226x444)

Wha-what are you going to use that many for?


Cast off my shackles from this mortal plane, and embrace the 2D VR world!


Spent a few hours practicing soldering today so I'm prepared for when I have to start soldering a million bajillion things together for my SlimeVR trackers. Just as a little test for myself, I soldered two LEDs in parallel with resistors and then tons of little snippets of wire between each for extra soldering practice. My joints were pretty bad, but my LEDs did work when attached to a power supply! Gonna frame my stupid soldering attempt and tell my future children Thomas Edison made it.

Unfortunately, I didn't get any heat shrink practicing done because I neither own any lighter nor know how to use them. So, after my soldering I bought one at a convenience store but I'm really bad at getting it to light. Best I can do is get it to flicker, but most of the time nothing happens.


File:testing.mp4 (Spoiler Image,15.02 MB,1870x1080)

perverted elden ring modding update
dickgirl warning!
There's a weird texture issue on the enemy, I don't know what's causing it but it's not supposed to look like that. Also I forgot to remove some overlapping body parts (feet most noticeably since you can sometimes see bare feet)
I'll figure it out tomorrow maybe.
And yeah, I do have a morph for turning the penis into a vagina. I guess if I spend enough time with this I should try to overcome my fear of releasing a public mod...


I'm writing a visual novel about a schizophrenic man's descent into madness as he fights invisible creatures from another dimension. It's really hard to write something this big. The sheer volume of text I need to write demands a lot of side-stories, subplots and fluff that I'm just not used to doing.


Finally got all my components in today. It would seem my 3D printed parts are about 0.5mm undersized. So, I'm left with two options: reprint everything and potentially go through the pain of sanding those new parts down so they fit flush and hope and pray the components fit. Or, just press on and sand everything again so that the components fit.

I do not like either of these options. 3D printing really is a pain in the ass. All these weirdos who want 3D printing to go mainstream need to sort their shit out. If I can't figure out what the HELL I'm doing wrong, how the FUCK is some stupid norm going to understand what they're doing?


It's too bad you can't make touch-ups like that in the 3D printer. Maybe that's what it needs to go mainstream.


What I wrote was a little ambiguous. The 3D printed part is undersized so that the PCBs that need to go into it are too large to fit. This sort of thing would not be able to be fixed by putting it in a 3D printer because material needs to be removed not added.

One of the many annoyances when dealing with 3D printers is that they have a myriad of settings that are not immediately understood as being better or worse. For instance, would turning up the fan speed be better or worse? Is wall thickness better thicker or thinner? What's the best infill setting? How hot should the extruder be? When arranging parts to be printed does their distance matter? Does part orientation matter? And many, many more questions and settings. Another thing among the general annoyances is that the 3D printer filament can go bad! If stored somewhere with even a little humidity, the plastic may take on water, resulting in a failed print.


File:20220504_164308.mp4 (3.49 MB,640x360)

Not gonna let some stupid gash in my finger stop me! I completed one out of seven SlimeVR trackers! Woot!! Just 6 more to do... Ah~


File:1520810151972.png (36.92 KB,335x358)

>SlimeVR trackers!
Why are they called slime anyways?


Dunno. It's just a funny, recognizable name. There's nothing slime to it.


File:20220504_171445.mp4 (6.66 MB,1280x720)



Made two more that also work. Seems like it takes about 2 and half hours per one.


File:20220506_000039.jpg (10.22 MB,4032x3024)

They're multiplying...

I now technically have a full set of trackers, but of course I'm going to make more. Making a tracker with an extension was really painful. I spent an hour just going back and forth between reading what pins I needed to set high/low, unsoldering and resoldering, before finally reading a definitive answer. For normal people, it should be fine, but I chose a peculiar IMU PCB design. Anyways I also had a scare that my IMUs might have been dead because they weren't showing up at their I2C addresses. Fortunately, they were perfectly fine. There was just a short between some of the pins because I didn't trim the wire leads after soldering (for fear of needing to pull them out). For a while I also messed around with some connectors before deciding they suck and that I hate them. They were yucky PVC wires, and the ordering of the colored wires was all wrong from how I wanted; I tried pulling them out and reordering them, but they kept coming out irreparably broken compared to their initial, unbreakable strength. My wiring also was a bit chaotic. I needed to cram three (count em: 3!!!) wires into a single PCB through hole. That was hellish. My wires coming out were also less than ideal. I didn't consider cable length difference, and had 4 wires of the same length coming out, so one wire sort of holds back the rest (and it's the one that needed to be crammed into the through hole!!). I thought about extending it by splicing in a small section and heat shrinking it, but it would ruin the aesthetics of it, and cutting new wires and resoldering 4/5 others in their places was just too high a commitment for a purely aesthetic concern. Finally, I became concerned when the SlimeVR server reported my batteries staying at 4.3V and the charge controller not turning off at 100%. Turns out, the software wasn't accurately reading the voltage at all. My handy new multimeter reported that the batteries were actually at ~4.05V, not >4.3V. So, that's strange. What's especially strange is that that trend of being completely off, was consistent across 5 devices, meaning it's probably a software bug.


Also! I tried my straps and they're junk! They feel alright and stuff, but they're too big to fit my little aux tracker, as well as not being a particularly good fit. So... I'll need to get some replacements that don't suck. One person showed off a neat concept I really like: quick attaching/detaching straps. Instead of working like a belt loop, they're more like an open hook. One side has a hook, and the other is securely looped and used for sizing. Then, the hook side can freely attach and detach with ease rather than needing to undo a belt every time you want to put them on.


File:aharen28hqreal.png (2.29 MB,1920x1080)

Not sure if this fits in this thread but I evaluated how feasible NVENC is for anime encoding. I found some quality benchmark results suggesting that NVENC can perform better than software encoders but none of them use anime content, so I did a micro benchmark myself.
I selected 2 1-minute segments from an episode of Aharen-san for evaluation, one is bright and low motion, another is dark with high motion to evaluate typical scenarios. They were encoded by several encoders (x264 slower preset, x265 slow preset, NVENC AVC, NVENC HEVC) at different bitrates (CRF from 17 to 28), and the result videos were tested for PSNR, SSIM, and VMAF scores.
My result showed that for both videos, the quality ranking are:
VMAF: x265 > x264 > NVENC HEVC >= NVENC AVC (the margin is narrower for the bright and low motion video)

So the result showed that NVENC HEVC is on par with x264 at best, although it's 5x faster on my computer. For NVENC, using 2-pass ABR instead of QP slightly increases the VMAF score, but it doesn't change the ranking and quality decreases when bitrate is too low.


File:rationals-cover-colored.png (7.73 KB,1152x1152)

To show that the rational numbers in (0, 1) take up 0% of the length of (0, 1) according to the Lebesgue measure, you need to be able to construct a sequence of open intervals with arbitrarily small total length containing all rational numbers in (0, 1). A simple and common way to do this is to make the rational numbers in (0, 1) into a sequence and take ε/2ⁿ around each rational in the sequence. Some of these intervals overlap, making it more difficult to figure out what the total covered length is. That's not really a problem; all that's needed for the proof is the upper bound on the length. But I wanted to figure out a way of doing it where I could calculate the actual total length covered by the intervals. This is what I came up with.

Start with the open interval (0, 1) and n = 2. Take the outer 1/n² of the interval, 1/(2n²) from each side, including the boundary points between the taken and untaken parts. Split the remaining interval into n²-1 parts and take the boundary points between the parts. In each of the n²-1 remaining parts, repeat the process with n increased by 1. Continue to infinity, and the set of points you have taken will be a union of disjoint open intervals which contains all the rational numbers in (0, 1) and has a total length of 1/2. If you start with an n other than 2, you get 1/n of (0, 1), but still get all the rational numbers.


there isn't a single part of this I understand.


File:Screenshot 2022-05-23 1448….png (143.48 KB,638x760)

Slowly learning to 3D model.

I present a "human". They're more stick figure than human at the moment.


Huh, are you following a guide or something? What method are you using to build? Looks like you're going polygon by polygon?


File:Screenshot 2022-05-23 2030….png (166.49 KB,731x773)

Yep. I'm slowly following a tutorial. I wouldn't say I'm going polygon by polygon. More like, gradually shaping things out by moving and scaling vertices, and then adding more detail by creating additional edge loops. Where limbs and feet need to be added, they're extruded out from a set of vertices.

This is the tutorial series:

I've had to go a bit off script because they're working on creating a female body whereas I want to make a male one. I think I'm coming along okay so far.


File:05 Understanding Topology-….mp4 (25.21 MB,720x480)

Holy crap, 200k views. I forgot VR Chat was so popular. I really need to get into that so I can sell stuff to fellow perverts.

I'd probably go for a tutorial from a more traditional artist instead of a VR Chat person. I'd volunteer to share some tutorial videos, but just this one blender course from a private tracker is 40gb......
I'm much more of a sculpting person, I hate moving verts around like that, but there's no escaping it if you're doing extreme low poly stuff like that. Have you tried messing around in Sculpt mode? Blender's isn't the best, but it's pretty damn good.

Testing if I can upload this quality-destroyed and rescaled video. I'll probably delete it in a few weeks if I can since it's pretty big.


You'll notice the number of views drops off pretty rapidly as people realize that stuff is beyond their ability... The next part has 78K, then 44K, then 26K...

>there's no escaping it if you're doing extreme low poly stuff like that.
That's sort of one of the issues with VRChat, it's not necessarily that I'm planning on making something low poly -- I'll add more detail as I go along, and do some smoothing -- but when it comes to avatars, it's best that they're optimized and don't have an excessive number of polygons. A lot of people have insanely detailed avatars with more than 100K polygons, multiple outfits, heavy shaders, dozens of dynamic bones for hair or tails, and an over all size nearing 200MB! For Oculus Quest compatible avatars, for instance, there is a hard limit of 20K polygons, and a limit on dynamic bones, predefined shaders, and a recommendation of only one material. Needless to say, although I'd like to eventually end up with something with a fair amount of detail, I'd rather not fall down the trap of creating something insanely unoptimized either. I'd like other people to see me after all.

>Have you tried messing around in Sculpt mode?
I haven't... I'm not very good at those sorts of more artistic detail work stuff. I have a Wacom tablet which might be helpful but it's mostly gathering dust when it comes to this... I suppose I can imagine details, but it's hard to transfer that to reality, at least for someone at a beginner level like me. Likewise, the whole not wanting to create a million polygons because I want something a bit more round or whatnot applies again, I think.


>100K polygons, multiple outfits, heavy shaders, dozens of dynamic bones for hair or tails, and an over all size nearing 200MB!
Wow, 200MB for an avatar. Yeah, that's absurd.
How does VR Chat handle this? Do you get a window to consent to downloading so much bloat? Are there rooms/worlds that bar that stuff? Most of what I've seen seems to be anime-style and furry stuff and detail really isn't needed there, but the people are probably running around with 4k or even 8k texture maps for hands and other stupid stuff. Optimization really isn't a taught skill unfortunately and you see it fairly often in modding, too.

Sculpting is something you can put off since you're dealing with such basic shapes, but it's also really fun to mess around with. Well, if you enjoy that kind of thing. I love it, personally, but there's also people that hate it and prefer moving verts around or typing coordinates in.


>How does VR Chat handle this?
Poorly. Due to there being no hard limits really being enforced as to how optimized avatars are, even with high end graphics cards, VRChat basically runs at 40 FPS in VR. Likewise, because of these avatar loads, VRChat caches worlds and avatars, so after a few days, you can pretty easily fill up 15GB just from avatars and worlds.

>Do you get a window to consent to downloading so much bloat?
Thankfully, yes. There's varying levels of granularity in the safety settings, which allow toggling animations, shaders, SFX, etc. per user "trust level" (somewhat arbitrary measure based on a combination of playtime, uploaded content, friends, etc.). There's also global settings for setting the maximum avatar size to download, as well as the minimum optimization level of avatar to download (optimization level is kind of useless since most avatars rank as "poor"). As a result, if an avatar wouldn't load because of your safety settings or otherwise, the person would turn into a default robot avatar, but they've recently added "fallback avatars" which are essentially meant to be highly optimized avatars to load when the main avatar cannot.

If it wasn't already clear, VRChat is basically a complete mess when it comes to avatar detail levels is basically the wild west with zero rules enforced about them other than the ground rules about not having NSFW avatars in public worlds, and not having intentionally malicious avatars, such as ones with shaders that distort the views of other people, or fill peoples screens. On the one hand, it's very liberating, but on the other it means a lot of duplication of work because of these VERY, VERY loose suggestions rather than rules.


File:Screenshot 2022-05-24 0006….png (953.3 KB,1919x1018)

Hands... Noticing thumb looks a little short, and maybe a bit too far from the palm. Finger width is all over the place... Index finger looks good, but the rest are kind of a charity case. Pinky finger looks very silly.


File:Screenshot 2022-05-24 0033….png (371.06 KB,824x748)

This is basically a hand. Could use some more tweaking though.


If you're looking to improve whether it's drawing or modelling one thing that's the best to learn is anatomy.


Yeah, probably. Anatomy is one of those things you can tell is subtly off, but is hard to really pin down without use of various references I suppose. I'm having a slightly difficult time simply because I'm not sure where is best to look. I think I've gotten the broad strokes of the hands down, but now that I'm looking to refine my body, I'm noticing it looks slightly off. I'm having a bit of trouble finding male reference images that aren't absolutely jacked monsters compared to the more slim and average physique I'm trying to go for.


File:tumblr_o98nqnSmqh1s4dx9ko1….png (201.81 KB,1200x1255)


File:Screenshot 2022-05-24 1529….png (590.26 KB,1600x1153)

Thank you for the anatomy references. Upon reflection, though, more realistic body types are incredibly uncute. Just phenomenally not nice to look at. Like really, really not what I want at all.

I suppose this might end up being a first attempt for learning, but without anything usable, unfortunately. I did however, save along the way so I'll see about working my earlier body into something more aesthetic and less... uh... masculine.


Oh, be glad you haven't seen the 3D models with all the various skeleton and muscle systems and veins and stuff. Yeah, it's definitely not cute.
It does help a lot to know where the muscles are and how stuff flows, though. Also, to know what is uncute also helps you know what is cute, since you can see it as a lack of the uncute stuff.
The disappointing thing about learning 3D modeling is when you learn that there's no English tutorials from experts or experienced people in making pretty or cute things. It's all monsters and gore and gross stuff because the people work in Hollywood or Western video games and it's all about the violence and monsters.
It might be changing slowly because of stuff like VR Chat, but not at any reasonable speed.


File:Screenshot 2022-05-27 0157….png (368.99 KB,776x815)

I've progressed a little bit since last time I posted. Still struggling a bit with cuteness vs realism, but I think I'm mostly at a place where I'm fairly happy with how things look. I haven't gotten particularly far so I'm still at a point where I'm at liberty to move stuff around if I don't like it.

Slight uncanny kigurumi feel, but hopefully that fades with shading, texture work, and proper hair instead of being a baldy.


If you ever want to put your things into a 3D game engine to do things then give me the "plot" and I'll do it. I'm trained as a gaym programmer and it would take me like a few hours or less to do it.

Typically just pulling or buying assets from https://sketchfab.com/3d-models/sharp-rock-10-91909721747b46679ee641bb1ffe2ee1
and watching Unity graphics tutorials
Skeleton 2d/3d rigging


File:2022-05-27 01-38-11-1.mp4 (2.91 MB,1280x720)

Heh, you gave him (her?) pants already?
Well, I got my tablet's cable yesterday and started messing with it. Man, it's hard to get used to, but at the same time it already feels natural.
I should probably get back to messing around with Elden Ring stuff and maybe finally release a mod, but this is fun. Pressure sensitivity doesn't matter much at this early stage of the body, but the positioning and accuracy is really nice.
Kinda weird timing with two people here working on 3D bodies with two vastly different workflows.

Yeah, I don't know really know what I'll do with my 3D stuff, I'd like to start making money from it after messing with things for a decade. The western porn game market is such a low bar that it's at ground level, but furry and Japanese-style models in VR stuff also sell for a pretty penny.


Make a futa model, make it one of those easy 2D action scrollers. Give me some animations. Split it 30:70


>Heh, you gave him (her?) pants already?
Haha. Yeah, it's mainly just a placeholder texture for now. It doesn't really serve any purpose since I don't plan on doing anything NSFW anyways and it'll be covered up with clothes. VR ERP... That's way way way too weird.


File:73f445f1b021b80507fdc6ee2f….png (1.46 MB,1024x1024)

Found out about "JXL art" which is what you get when you configure JPEG XL's prediction method by hand and then generate a small file where all the differences from the predicted pixels are set to zero.

Pic related is one of them converted to PNG. As a .jxl file it was 49 bytes. Here it is as a data URI:

I posted some others at
http://z5lcip4dafatwwa6hvyibizpzwycvwp67cjga3hzjhxhwvuyaqavxnid.onion/tech/1147 / http://l7jqnz3yfe2wtwietafoieadmgqbu7dcmzmey63ktbjtxal3he4a.b32.i2p/tech/1147

There's some stuff other people have done here, a lot of it more impressive:


File:ZBrush_ZzSSN9cwt2.png (175.39 KB,577x1038)

Man, feet are hard. I'm not looking forward to hands.

I'm a long ways off from doing something like that. Yeah, there's premade assets and stuff but you still need to assemble them all in the world.
I just know basic female fantasy body stuff, not environments and animation. Well, I know weighting which is part of animation, but haven't built rigs before, just tinkered with pre-existing ones.


File:C-1654015640010.png (515.03 KB,881x416)

scrapping up some cover art for those tracks Ive got in my pipeline.


File:ZBrush_WfFgbdkhVs.png (245.31 KB,791x1181)

Never sculpted a foot in my life and this took forever. But, I can't get bogged down in one body part since this is is a base body that I'll retopologize later on, so I think I'll stop here for now.
I used a bunch of 2D images as references, which probably made it a lot more complicated. I'm also not a foot guy so I don't know what's attractive, but it seems like rounded shapes were the way to go since that's how it works for every other part of the body that people find feminine and attractive.
Also, like 99% of 2D feet images are from the bottom so the top is a bit of a mystery. I'll have to figure that out later, but it seems pretty rounded and plain so I don't think it'll be much work.


>rounded shape
I like foot fingers that look more like hand fingers more than round ones.


Apparently pointy heels are what they want, that's what I have heard.


If you have examples could you post them in >>>/ec/4410 please? Or reply to the ones already there that have what you mean


Hm, long and slender ones that aren't too round at the tip:
and not short and very round ones like:


Do NOT listen to any of these NASTY TROLLS please >>90764




I have been unfailingly polite.


File:Screenshot 2022-06-04 2240….png (195.67 KB,576x835)

Found a really nice chibi avatar that I figured would be relatively easy to just elongate the arm, legs, and torso and make into an avatar with normal proportions. I'm moderately happy with the over all look and minor edits I've made, but the torso is now fairly stretched and the arms are really screwed up with each arm being a slightly different length and the bones being different lengths... I though I could just be clever and delete the opposite arm and it's bones and then mirror and symmetrize, but nope. blender doesn't approve because the arm I wanted to mirror has shape keys.

How tiring.


File:e5c8ff6d-9672-417f-8107-fc….jpg (194.05 KB,1024x1024)


File:Screenshot (172).png (1.31 MB,1723x957)

Fixed up my arms, but it would seem like I need to adjust the proportions of everything to get everything working correct to use as an avatar. Right was before adjusting proportions, notably my real arms are way higher than my avatar's arms. Left is with the torso stretched even more, and the head, neck, and arms raised, which seems to have fixed it, but now the bottom half of the torso is a bit too high and the legs need adjusting. I'm pretty sure I know how to do all that.

One thing I'm really not sure how to do properly however is getting a transparent scanline effect across the monitor face. You can see it there on the eyes on the left, but that's just from applying a texture to the eyes, which does work, but it has problems. Notably, the eye blendshapes deform the eyes into various shapes (e.g. =3 -> X3, @[email protected], >w<), so that scanline texture gets stretched and squished and doesn't look right. I was thinking maybe I could create a plane and put it just over the face and that would be fine, but it kinda seems like it wouldn't work like that. The scanline texture gets all messed up from the alpha channel somehow. Instead of it just being a line, it's got these sort of scaling artefacts with what looks like a black layer underneath the a blurry scaled version of the gray scanline line, but with regular transparency surrounding it. It's like when you have a layer with transparency with another layer behind it, and then you merge it with the layer below that, and then color select the background and delete it but you're left with this sort of messy edge where the layer that had some transparent colored pixels were.

I just want to have normal looking lines so that I can apply that across the face so every expression has proper looking scanlines... Maybe someone knows how to fix that?

My only other issue is that I think somewhere along the line something I did kinda nuked my expression controller for VRChat, because although my blendshapes and visemes are intact, my actual expression controllers in Unity are completely borked and missing all of the things for how you control expressions. Even the VRChat SDK seems kinda broken. The examples which should normally contain example expression controllers are missing everything related to expressions and attempting to copy in the controller from a separate Unity project did show the animations, but it was missing the hand gesture part. I even went to check that project by itself and now it seems it's gesture are also broken. What the HECK. Anyways, I think the gesture thing being broken is mainly because of the CATS Blender plugin. For whatever reason it decided to combine a bunch of my bones, which has been the source of many of my problems thus far. I tried recreating my finger bones, but to no effect. I think I might need to rename them to the finger bone naming the avatar originally had, but I don't see why that would make everything suddenly appear in Unity, but I'm kinda grasping at straws and just want my expressions to work and I really don't want to have to re-edit the original model from scratch again...


>I just want to have normal looking lines so that I can apply that across the face so every expression has proper looking scanlines... Maybe someone knows how to fix that?

I think I might be the only other 3D guy here and I have no idea.
I'm guessing a "blendshape" is when the vertices move around to different locations to change the shape of the mesh? I think blender calls them shape keys. I don't understand why it would mess up the texture like that, maybe look at the rendering and texture maps. That stuff gives me a headache, though, I've purposely avoided learning any rendering stuff because it's like looking at a spreadsheet.


>I don't understand why it would mess up the texture like that
It's because the mesh gets deformed. I guess you could think about it like a having a rectangle with 6 vertices and the texture is lines going across it. If the top corner vertices get moved down, the lines will become like an triangle rather than staying horizontal.

I still think that somehow applying a texture to a plane would work I just have no idea how to do it properly because I want it to be semitransparent and having lines by using an alpha channel causes problems. I may have to just have like 20 planes stretched into lines to get it to look correct, but if it works that's what matters.


Well, I'm not sure how you're planning to animate it, or if this is something animated at all, but you could always duplicate sets of eyes with their own textures tailored for each shape, and then your "blendshape" thing grows one set of eyes to full size while the others are infinitely small.
I should probably look into how the 2D face texture animations work on 3D one of these days...


File:VRChat_1920x1080_2022-06-0….png (487.2 KB,1920x1080)

Got the shapekey/blendshape things working. This is what I mean by how the texture gets all warped. At this point, I think I'm probably just going to leave it as it is and only change it sometime in the future if I learn enough about how blender and stuff works for how to make it work properly, because this is probably good enough and most people won't notice or care anyways.


File:ZBrush_datFZmZGpd.png (Spoiler Image,756.54 KB,2072x1198)

Oh. Yeah, that looks like a basic texture warping since the mesh itself was warping. I thought you meant something more elaborate was happening since you mentioned alphas and stuff. You can have multiple UV sets on a mesh, but I don't know if that's compatible in Unity/VR Chat and I have no idea how to make them.

Anyway, been working on my model while watching anatomy videos and stuff. Anatomy is so hard, and the hands were not fun. I'm not going for realism, but you still need to follow basic rules or it looks wrong and your subconscious picks up on it.
Model from 2 days ago on the right, model right now on the left. The head is a prebuilt head and I haven't done anything with it, it's just there so I can try to figure out how the head is supposed to work. I don't think the 7-8 head height rule for bodies works for anime-style heads. Do I give it any neck detail at all? What about... BLEH!

I don't think nipple-less 3D model boobs are NSFW, but just in case people are sensitive to it I'll put it behind NSFW


Those hips are NSFW.


File:blender_0Gx2hCfPCb.png (346.39 KB,1184x824)

I am beginning the retopology process, starting with the feet because they're so freaking ANNOYING. GOD I HATE FEET MODELING!!
I can't even tell if this is good or not, so I might have to do it again. Toes don't have a very wide range of motion, though, so it should be fine. I definitely need to flatten the top of these afterwards so the nails can be placed on top.


File:IMG_20220618_083623.jpg (1.22 MB,2560x1440)

now that I played my first 40k game 2 weeks ago with some friends I got motivated to paint my army again. only a few more units until I have 500 points to play my own army next time


They're looking pretty good, don't even see anything that would indicate painting the wrong spot accidentally.


File:IMG_20220618_085240.jpg (1.12 MB,2560x1440)

been having issues with my airbursh, I left it out without cleaning it for a month a while back and its not flowing right even after soaking it in isopropyl alcohol. also had some issues with mephiston read spray primer where it came out really chalky and fucked up on of my big guys.


Cute Sakura


File:krita_X9i1Pd3BDi.png (946.22 KB,2012x1231)

After banging my head against a wall repeatedly I think I got the bottom of the foot topology good enough... maybe.
This was the big headache area, but thanks to my drawing tablet (I love this thing) I was able to plot out stuff... kind of


File:blender_EstNcgdEvI.png (248.41 KB,833x866)

...and this is what it looks like now. God damn, I really, really, really, really HATE HATE HATE HATE HATE HATE feet topology. In hindsight maybe I should have started elsewhere on the body, but at least now I'm back in the hang of getting mental imagery of squares in my short term memory.
I looked at a bunch of 3D models of feet, but they all seem to be done in a relatively rudimentary manner with, understandably, far more focus on the rest of the body. Maybe this is a sign I should make foot fetish art? Wait, for the big bucks I do furry foot fetish 3D art!
No, that won't work because I don't actually know what makes furries or feet attractive. I think the gentle slopes and curves and the spherical shapes seem to be great, it follows the stuff that people find femininely attractive elsewhere on the body. But, the responses earlier show it's not that simple.
If you do want to talk about attractive 2D feet so I can try to understand, try this thread >>>/ec/4410 while posting examples. It's still a bit of a mystery to me.

Oh yeah, and the toes look pretty basic now, I ended up redoing them in a uniform manner and will give them individual sculpting later on.


I made a post in that thread pointing out the feet that are good. >>>/ec/8425
See also this thread: >>>/ec/7648


File:IMG_20220625_155404.jpg (1.29 MB,2560x1440)

making progress on my army


File:IMG_20220626_225852.jpg (1.41 MB,2560x1440)

fat man


File:IMG_20220703_051041.jpg (1.55 MB,2560x1440)

working on my Sicarian infiltrators now


I can definitely see how that's a hobby with all the effort and materials required there. I don't think I'd be very good at detailing things since my hands have always been a little shaky


File:IMG_20220709_085814.jpg (1.23 MB,2560x1440)

finished that unit


File:IMG_20220707_073034.jpg (1.4 MB,2560x1440)

also did a rush job on this guy, one night of painting for a game the next night


File:fight.7z (9.86 MB)

I've now implemented a computer controlled player you can play with. Since I've ported the engine to vulkan, it may not work with older gpus. I'll leave the game here.


Damn, nice work.


File:blender_hbNyRptBQ7.png (186.54 KB,795x863)

Got sidetracked by some games and Lala, but back to sculpting.
I'm like 40% happy with the feet and don't want to obsess over them, so I moved on to lower leg. After messing around with the geometry I looked at a bunch of leg diagrams and remembered that there's actually two big calf muscles back there. It's something you never seen in real life in women and very rare in men, but realism is not my goal so I decided to do a danbooru search for "muscular_woman" and "butt" because it seemed like the easiest way to see the back of legs. ("legs" is not a very good tag)
Of the 90 pages I did see about four images with the distinction made, with one of them being a Kemono Friend of all things, so I decided that it can look good. (probably shouldn't have given myself that restriction in hindsight).

The vast majority of the time you see a 3D model of something, it's a straight grid pattern on the limbs, with an occasional breakup on the knees and elbows. That's really not what I want because I want clear lines between muscles so it's easier to morph and would have a better shape at exaggerated proportions.
Bleh. It looks really crappy here, but you can at least see that I'm trying to curve things around the muscle's shape instead of it being a straight line down.
This is giving me a lot more work, but the goal is that I have one body and I will manipulate it to create bodies that are thin, fat, muscular and so on. Skinny and fat are both really really easy, but muscular... Well, at least I'm not going after realism or I'd be in serious trouble.

I decided that it's too hard to draw muscles on a flat leg, so after taking this screenshot I'm going back in zbrush to sculpt something to "trace" with retopology.


What is this exactly? Reminds me of Melty Blood, but I don't actually play it so I don't know what's different or new here.


A base fighting game engine. I'll use it to make an actual game, someday. It uses melty blood assets just for testing. I'm not making a fangame or anything.


For those, you can probably get away with using bump mapped textures, ne?


After modding a dozen or so games and messing with their bodies I've learned about the limitations of textures, although it's much easier these days. It can be okay at a distance, but closer up you still need a good shape. Muscle, like pretty much everything else in the body is composed of rounded, curved shapes and it doesn't fit into a grid pattern nicely at all. Even with great textures you still need geometry to move around, and newer engines are also capable of more real-time rendering effects that really benefit from a good mesh. One game technology that crops up now and then is "tessellation" where the engine itself splits up meshes which can then be modified by something like a displacement map. (vid related). These AAA studios have the money and manpower for amazing textures, but they need the geometry there and don't want to create a separate set of detailed meshes, so they just use tessellation.

But anyway, back to the human body.
I guess the best way for anyone to see this themselves would be to boot up something like like Koikatsu with sliders and a mod that lets you bypass the default slider limits. You'll see stuff become very square because no matter how strong the texture might be, the mesh was made in a square grid pattern and the Japanese developer didn't intend for anything other than the breasts to be round and stick out.


File:010Editor_16GTJm6N5W.png (56.99 KB,1001x856)

I've been messing around MH Rise modding the past week. First I successfully ported over a body I had made for MH World and edited for Elden Ring, and now I'm editing the physics. You load 'template' files in a hex editor and it gives you the bottom window with human words that you can understand. Editing the stuff at the bottom will automatically insert the correct hex code stuff. I can't comprehend how smart and knowledgeable you need to be to create this sort of thing.
I'm thinking I might finally release some mods publicly on Nexus, but there's some major trepidation because I don't want to troubleshoot. I would have fun replying to teenagers saying stuff like 'wtf girls with penises are gay' with replies like "YOU'RE DAMN RIGHT IT IS!" and it could be informative to finally have access to nexus's modder-only forum.
I guess I'll see how far I'm willing to go first. Making a couple armors or NPCs is fun, but it might not be fun a week from now.


File:dansen.webm (2.96 MB,602x542)

Hex editing is a pain, especially since you may not always have templates to mess around with. I've had to use it a lot for my 2hu WoW mod too. It's really useful though, since it lets you mod games that otherwise don't have any dedicated modding tools, within reason. You can also rip sprites from doujin games and stuff with them, it's a good thing to learn provided you have the autism for it.

>it could be informative to finally have access to nexus's modder-only forum
Wow I'd never heard of that before.


File:2022-08-02 22-12-22-1.mp4 (Spoiler Image,7.66 MB,1280x720)



I don't know why this video is so choppy when it normally records fine (and you can see 55+ FPS in the upper right of the screen...)

Days of frustration, but the relief and euphoria of seeing it work is truly an amazing feeling.
The neck armor is not displaying, which hides the gap between the custom body and neck, but I think I've already fixed it for Minoto, and for player armor that area is hidden. (it's a naked neck for testing purposes)
I'm pretty happy with how this turned out. Unfortunately with the way the physics modding works I don't think I can keep the physics on the cloth on her outfit, which is a huge shame.

I'm getting better at Substance Painter, both manually painting and also using the procedural stuff that uses baked maps to influence things. The diffuse (color) texture seems to look good both with dark and light skin, which is a relief. Seems like it clashes with the less colorful default head texture, though.

I'm really happy with most of the body. The legs look great and I'm surprised at how much I like the armpit creases. I had no idea how it'd look in-game. Unfortunately, I can't NOT make it deform weird because of the way the mesh is aligned there, and it's something I need to learn from. Or maybe I didn't weigh it correctly, but I don't want to do that again. It's supposed to be a fantasy athletic body with muscles, but I need to get better at doing that area. I've looked at anatomy images and stuff so I know how to do it better in the future.

The roughness (shininess) texture seems like it needs adjustment, because the armpit and other creases are supposed to be noticeably shinier than the rest, for sweat collecting there. Also, I really need to get better at making butts. I can make them decent from behind (heh), but at an angle like at the end of the video it looks bad. I see no value in realism, but it looks too abnormal even in a fantasy way. Well, more stuff to learn from as I travel upward for the new body I've been procrastinating about: >>93607

I'm starting to gain confidence that my 3D is at a level that people would pay for, but I need to create animations from scratch still, albeit people have very low standards (myself included) when it comes to pornographic animation quality. Plus, people that make dickgirl stuff often just have other people's models which they then attach someone else's penis model to, which looks pretty bad generally. There's a serious lack of passion. I think I'd have more fun and motivation making an H game than the usual 30 second blender animation fare.
Ah, yeah, I also need to start sculpting heads, but people like significantly less detail there so I don't think it's as difficult as it could be. I've saved many reference images and models to learn from at least. I'm looking forward to trying to find a good style there as the face and hair is perhaps the only place you can be creative on a 3D body.

Alright then, time to do more perverted stuff!


>Wow I'd never heard of that before.
Yeah, you need to hit a certain threshold of downloads or endorsements. It was significantly harder to get in a decade ago, but these days far more people are into modding. It's like comparing youtube views today to 15 years ago.

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